Combat Economy
Earned currency finances almost all player assets including gear, armaments, vehicles, role unlocks, and factory investments. Each completed engagement activity grants money during a match, while concluding team rewards distribute extra funds. Every individual gameplay task distributes a designated base reward derived from its payout table. Accumulated role experience remains a distinct metric that provides zero monetary gain.
Combat Bounties
Starting reward figures vary by specific combat accomplishment: scoring an elimination with standard weapons awards 250, artillery strikes landing in exposed terrain award 5,000, and wrecking an enemy Havoc attack helicopter yields 6,000. Securing an artillery elimination outdoors grants 5,000, which equals 20 times the payout of a 250 baseline kill. That identical bombardment elimination yields merely 100 if the shooter fires from inside an objective, contrasting with 5,000 out in open ground. Wrecking the newer tank introduced in Season 2 delivers a payout of 5,000. Vehicle occupant eliminations reduce individual bounty distribution across total crew members, applying a 0.8 multiplier for each additional passenger.
Zone Multipliers
Payout values receive upward scaling whenever combat actions take place within a Control Zone or a Hot Zone. Triggering an occurrence in a Hot Zone awards 600 compared to 150 inside a Control Zone, meaning each Hot Zone event yields about four times greater return. Scoring a frag inside a Hot Zone registers at a weight of 10, whereas an elimination within a Control Zone carries a weight of 5. Eliminating an opponent located directly inside their team’s Hot Zone calculates with weight 4. Taking down a foe residing within their home Control Zone factors in with weight 2.
- Contesting, holding, or securing an unowned Control Zone provides 150 each time.
- Crossing into an active Control Zone on an initial life entry awards 100.
- Powering on the Hot Zone Magnet device grants 5,000.
- Shutting down an operational Hot Zone Magnet provides 200.
- Successfully driving a mobile spawn unit into a Control Zone yields 3,000.
- Seizing control over an enemy tower awards 1,000.
- Claiming an uncontested neutral tower grants 250.
Medical Revives
Performing a manual resuscitation using bare hands awards 1,500, exceeding the 1,000 granted when employing a defibrillator. If medical treatment successfully restores an incapacitated teammate to their feet, it pays 1,500 using either a defibrillator or resuscitator, alongside 1,200 through an Adrenaline Pen. Bringing comrades back inside designated sector boundaries applies a multiplier ranging between 1.2 and 2.0. Purchasing a basic Bandage requires 200 from vendors, while administering it returns 400 to the treating player. An Individual First Aid Kit demands 800 to acquire and provides 1,000 per treatment, though healing comrades inside friendly spawn boundaries yields 0 alongside repairs and refuelling.
Support Engineering
Constructing a forward operating base structure grants the engineer 1,000. Demolishing a hostile forward operating base awards a baseline 2,500, augmented by up to 7,500 according to stored stock. Eliminating a deployed Hot Zone Magnet fixture yields 3,000 under the fixed construction reward schedule. Taking down a Vanguard CIWS awards 1,200 cash and 300 XP, whereas destroying an L81 Mortar or Talon 9K-SAM provides 650 cash and 175 XP. Leveling an enemy Bunker or Indirect Fire Shelter awards 200 cash alongside 50 Role XP. Detonating opposing tactical explosives such as claymores, C4 charges, or anti-tank mines provides 100 apiece. Dropping logistical containers provides 25 for a free crate, 50 for small variants, and 150 when deploying large crates.
Transport Logistics
Delivering a passenger grants 250, having an ally spawn directly onto your transport gives the operator 100, while general troop relocation awards 20. Vehicle repair work awards 20 using either a wrench or light drill, scaling up to 25 when handling a heavy drill. Replenishing vehicle fuel supplies compensates the driver with 10 cash.
Kill Modifiers
Consecutive eliminations contribute an extra 50 to baseline earnings for each streak kill, capping out at five. Terminating an opposing player’s active kill streak pays 1.5 times the standard amount. Scoring a revenge elimination against your prior killer returns 2.0 times the baseline bounty. Repeatedly eliminating an identical target reduces payout by 24% per encounter, stacking across up to four repeats. Inflicting friendly fire eliminations applies negative values, directly subtracting cash from player reserves. Eliminating an opponent within 60 s of being revived registers as a No Value Kill, multiplying money by 0.01 times while granting zero Role XP and zero assist XP.
Tactical Wagers
Entering a tactical wager involves selecting an assigned combat milestone by risking an upfront financial stake. Permitted buy-in amounts range from 2,500 to 100,000 cash, while individual winning settlements cannot exceed 5,000,000 cash. Increasing target quantity acts as a relatively weak modifier for shifting return odds. Adding special situational conditions escalates potential returns, attaching additional operational restrictions to the active contract.
Running Costs
The game offers three passive assignments for Earn Cash, accumulating Role XP, and Time Played divided into five tiers each. All assignment levels exclusively reward Intel currency, which currently possesses zero functional utility and provides no financial gain. Restoring a completely drained vehicle fuel tank through Fast servicing requires 20 bursts costing 75 cash each, totaling 1,500 cash over a 60 s duration. Purchasing an instantaneous Max refuel demands that exact same 1,500 cash while completing in merely 9 s. Selecting Max refueling expedites maintenance speed rather than reducing total expenditure.
Match Bonuses
During King of the Hill staging, pre-match warmup score up to 5,000 transfers into bonus beginning cash paying one cash per point upon match start. The top-performing faction secures the largest reward distribution when the round concludes. Victory in first place awards 0.30 times round earnings capped at 100,000 cash input alongside a flat 200, runner-up takes 0.25 times plus 150, and third receives 0.20 times plus 100. Bonus calculations restrict total input limits to 100,000 for money and 2,500 for experience prior to applying final multipliers. Following Season 2 adjustments, a standalone payout grants 10,000 cash to Lonestar squads upon completion, whereas competing factions receive zero allocation from that entry.
Payout Summary
| Tactical Action | Base Payout (Cash) | Payout Conditions |
|---|---|---|
| Pilot: Havoc Attack Helicopter Destroyed | 6,000 | Direct aircraft destruction |
| Assault: Artillery Kill in Open Ground | 5,000 | Attacker positioned outside control zone |
| Support: Activating Hot Zone Magnet | 5,000 | Territory objective activation |
| Driver: Heavy Tank Destroyed | 5,000 | Heavy armor vehicle kill |
| Logistics: Spawn Vehicle Reaching Control Zone | 3,000 | Mobile squad spawn delivery |
| Engineering: Destroying Enemy FOB | 2,500 to 10,000 | Base 2,500 plus up to 7,500 scaled by supplies |
| Medic: Bare-Hands Revive | 1,500 | Unassisted manual revive |
| Medic: Defibrillator Revive (Heal Phase) | 1,500 | Bringing downed player back to active status |
| Objective: Hostile Tower Capture | 1,000 | Territory flip bonus |
| Engineering: FOB Deployment | 1,000 | Squad structure deployment |